Very interested in this tool - any way I can actually save my constructs and apply to a new game would be extremely appreciated!! If you could help me find one, that'd be awesome!
What I would do in this instance (Beginning a fresh game) is to play through to the initial Vault exit, and then install my mods that would have adversely affected my game, had they been installed before Pre-war Sanct/Vault exit. I then would wait until I had completed Preston's/Sturgis Sanctuary needs (building the beds, etc. and making it into a settlement, BEFORE scrapping/building anything. It seems that if one scraps all the damaged homes straight away, before completing that initial Sanctuary quest thing, etc, and builds new structures (housing), THEN adds beds, Sturgis does not recognize these, and will forevermore pester one to add beds into one of the post-war houses (already removed) or however his damned dialogue goes, lol. So one MUST retain the original post-war homes until the quest involving bed-building has been completed. It is at this point I would then activate my "Clean and Smooth Sanctuary Hills" mod, and add in my saved structures that this tool you describe could make possible, so again, I would love to have this available!
I just wish there was a way to keep the NPC's, EXCEPT my five followers (Using AFT mod), OUT of my personal building set up as my own home there. I placed powered doors with manual switching that have to be turned on to open the door, but these settlers just glitch right on in and hang out. This really bothers me for some reason, but it actually feels like a home invasion.
Too immersive? lol Or perhaps I need a real hobby. But I have already done everything/been everywhere, deployed in 3 conflicts as a Recon Marine (G/Sgt ret), owned and ridden my Harleys, bedded exotic women (the good looking ones) been married w/children, tracked wolves, and numerous other pastimes, so gaming is about all that's left and is important to me at this late date in life.
This modding is all learn by trial and error - I just have an aversion to repeating stuff (I never watch a movie, or read a book twice - never saw the point after I know what happens - time to move on) Hence, starting yet another new game is ... well I haven't quite reached that point in game failures yet.
To answer your question above, I have BOTH NMM and Mod Mgr installed, but am ONLY using NMM. It now seems to work great for some reason! Mods installed via Beth.net ONLY show up w/their respective plugins in the plugins tab, BUT they all activate just fine and show up in game, as well as the Nexus Mods. This thing with the Fallout 4 .esm needing to be placed into the /Downloading folder, I cannot address as I have no idea what that was about. I have since re-installed NMM - which is what it took to make it work properly, and as I have NOT removed the .esp from the Downloading folder, I can't say if the NMM still wants it there or not, but it hasn't hurt anything to let it sit in there. Nothing additional has yet been added to the Downloading folder, either by myself, or the game - everything remains properly installed to the Common/Fallout4/Data folder.
I do NOT attempt to use two Mod managing tools simultaneously, btw, and I haven't needed to touch Loot at all as yet- NMM is handling everything I need done, just fine by itself, now that I have learned how to manipulate the plugin tab load order myself. I understand that NMM and Loot "read" one another, or least work in tandem "behind the scenes" in some fashion, so that things are placed right, or at least I saw something that lead me to believe this on NMM.
Still having issues with either CBBE, BodySlide, or both, in conjunction with additional (CBBE approved) body mods. I have limited these to about two in number, having already disabled and/or removed others I felt were in conflict. It was a matter of a secondary body mod asking to overwrite CBBE, and not understanding what exactly would be overwritten, therefore whether to click "Yes to all, or NO to all", I may have made wrong choices. I do not see any reason to firmly believe that either additional body mods are actually causing the issues I describe - I believe it likely it is simply something I am doing wrong with these tools. I could also be way off base, and discover that something is indeed conflicted, but I would need help to discover this. It really sucks no longer knowing anyone savvy with the skillsets needed to masterfully mod a game and determine problems and fixes. I used to in Idaho, and we would simply set up a remote viewing session and he'd just go through my game stuff, find any issues and make the corrections, while explaining to me in Ventrilo, what the issues were, and how he's fixing them. But this requires a modicum of trust in folks, and I know no one now that fits the criteria.
Still can't build clothing items and give them to my followers without their skin textures doing that patchwork color thing, Mod generated NPC's from i.e. Fusion City Rising Mod show up with this same issue with the skin. Abernathy family all have purple heads, as well as additional random NPC's throughout the game world. I still do not understand the Batch build process as opposed to just a simple single preset build, or apparently how to assign these things to groups for no conflicts, etc. I cant seem to upload a screenshot because they exceed the size limit Nexus imposes, even after scaling them down with an editor, otherwise I screenshot some good examples of what I am seeing, so you could better determine a fix (if possible). Someone reported the same(ish) issue to the author(s) of the Fusion City Rising mod, on their bugs tab, and the response is difficult to recall now without hunting it down again, but it seemed too technical for my limited experience to try, and therefore dangerous to my game as is, to attempt, and it seemed to really address a separate problem, not necessarily related to my own. So I don't know what to do yet to fix this. Whatever it IS, it has to be something to do with my created .xml's and whatever changes were made to the .nif's. If it is a matter of a simple copy/paste/delete remedy I can do that, but if it means overwriting various files and entering new values, etc, unless it's a simple .ini, I can't do that with any confidence yet. and I wouldn't know what to write in until someone dropped it into my lap so to speak. If I need to remove my custom .xml preset saves, and begin over, I can do that, but am concerned with the effect on my followers this will have.
Before I forget - AFT (Amazing Follower Tweaks), in response to other players using this mod and experiencing various (and serious) issues e.g problems with followers not doing this or that, affecting follower quests outcomes (or lack thereof) and so on, replied that we should remove all .pex files from the /Data/Scripts folder in order to make this mod function correctly. From what I read this morning, .pex files are mainly associated with F4se function, chiefly on the mod creator side of things. I have F4se installed along with Creation Kit - I use a large mod that required these, and their use to edit the Texture files and reduce their size; increase frame-rate. It was done via .cmd lines, and pasting into temp. holding folders, after first backing up ALL the original files to be changed. When the process is complete, one simply overwrites the files with the new versions by copying the newly created Texture files from the holding folder, directly into the Data folder, which, having the same file names, simply replaces the old files. The backed up Texture files saved to desktop, can easily be replaced into the Data folder to undo any issues arising from the new edited files, btw. This was very easy to accomplish correctly, though I do not recall this mod's name now. It had no adverse effects on any other game aspects (the file edits)
However, getting back to the .pex file thing - as I had removed the .pex's from /Scripts and into a folder on desktop for safekeeping just incase, this begs the question of whether or not these files are needed for other things the game does? Game failures for the sake of a single mod seems like a very unbalanced tradeoff, but atm I am only experiencing random, very long game transitions during fast travel or going through doors that lead to another cell, occasionally it even fails to load and the wee icon at bottom right just keeps on "'spinning it's wheels" on an other wise blank, black screen. I don't savvy if this is a separate unrelated mod issue, or a .pex thing. And my FPS is all over the map - at times, things run smooth as silk, and then, reloading the same save, movement is staccato and freezy. I have DLC Ultra High Resolution, and HudFramework mods installed, thinking this may help these FPS issues, and am wondering about using ENB, or perhaps none of these are doing my game any good, and are causing issues? Not a problem (hopefully no resulting serious save corruption) to remove these if needed. Obviously I do not know what the hell I am doing, and have no business messing with the more complex mods, but too late now - they are installed, and removal can seriously f**k up a game, and then I WOULD have to start all over, not being able to trust any previous saves to reload to a new game so I could pick up where I left off.